Hahaha - you got me wrong.
There is nothing wrong with preroll, even Posers Cloth has that.
Wrong is the idea of messiah having such desirable, logical, needed things… 
Cheers,
Hahaha - you got me wrong.
There is nothing wrong with preroll, even Posers Cloth has that.
Wrong is the idea of messiah having such desirable, logical, needed things… 
Cheers,
Well, I try to remain aware of the limits of my knowledge and assumed I was ignorant instead of messiah being, uh, inadequate. Anyway, thanks for the help, Thomas.
My project is wrapping up now, getting ready for final render. Final adjustments and improvements. The client was gracious and cut me some slack during all the time of arranging my Mom’s funeral and memorial. Rather a hectic time which is now over. Last push now. Will keep you guys informed and post final results.
SaveMorph & DMorph works nearly by the book (except for a small bug I found in the Offset and Pause fields). What a set of excellent tools which really deliver!
Well done on this, pmG ![]()
I have Blocks AutoFit set to ON under the Customize tab (right click on tab and see context menu). This saves time fiddling with getting blocks open and closed. However, I would suggest that instead of a block AutoFitting on MouseDown, it should do it on MouseUp.
On MouseDown interferes with dragging items in the lists. You try to drag (MouseDown) but then the block jumps open messing everything up. If the block would open on MouseUp, then a lot of hassle like this may be avoided, although it may arguably still cause some annoyance, just way less.
Is it only me or do you guys also have the limited region rectangle only display when in quad view. I don’t get it to show in single or dual views, obviously looking at the camera viewport. When I switch to quad, there it is.
No I see the limited region from a single view!!
But when using two views I can only se it in the left view!?
/ Svante
I forgot to say, I curently run messiah 2.4b.(It was a while since my dongle where here at home) But wait I will see what’s happen if I install 2.4d… stay tuned…
/ Svante
Funny, now with 2.4d I can only see the limited region from a single view.
And I can’t see it at all with a dual or quad view!? :arteest:
So this must be a Graphic card thing…?
(I have some crappy NVIDIA GeForce2 here at home)
/ Svante
Or does it somehow save the last used configuration?
Did you try deactivating the limited Region and switch to render to window, then switch to a single view and then reactivate it all?
Could be it tries to be especially clever once more?
Cheers,
You guys probably know this…
I selected a RenderGroup with 14 various surfaces under it and applied a white matte texture to the RenderGroup. That did an override of all 14 surfaces and let me easily render an alpha pass - no mess no fuss.
I did not know RenderGroups could do this - I just gave it a shot so that I didn’t have to manually override 14 surfaces individually… the way I did it in the past and still have bad memories of.
Great feature!! Obviously you can do much more with it, but this is all I need now - neat.
Take a look in the Advanced Tips section of this forum once in a while PaulNewman, there are a lot of nice tricks already in there. (http://forums.cgsociety.org/showpost.php?p=3433614&postcount=26 )
But it’s great to see this being used. ![]()
Thanks AlexK. I checked this out last time you mentioned it, but that screenshot with the nested hierarchies freaked me out so I didn’t use it. Now that I understand applying a texture to a single RenderGroup, your nested demonstration also makes sense. Thanks:thumbsup:
OOps, so it is actually an error on my side? Any ideas how to improve the screenshot so it becomes more clear PaulNewman?
Not an error, just lack of prior knowledge on my part which made your more advanced use of this feature intimidating to me, that’s all. Here’s what I needed to know before your stuff made sense to me…
Screenshot of my Surfaces List

Are you ok with me editing my post and linking to this image? It might help others to understand it better.
Sure, no problem. The extra stuff may clutter what you are trying to say, but link away…
Just for the record… messiah’s rendering is rock solid. A pleasure to use. Blazing fast. Excellent image quality.
Well done pmG
Keep it coming. :bounce: And thanks. 
A management feature in messiah that I think may be good in the future is the ability to import materials from one scene into the current scene by selecting objects in the other scene from a list and then have messiah apply all those materials onto any matching surfaces on matching objects in the current scene.
You should be able to do that with a bit of clever planing:
Strip everything from a scene with all the materials you need. Then either load that scene into the new one or the other way around.
I don’t know if messiah will replace materials or makes copies, but from there it should be easy with copy and past to update everything and then delete the unused materials.
Be careful with rendergroups though. I haven’t done any extensive testing, but I often had the impression that overwritten slow materials render much slower than natively replaced ones.
What I found weird is, that the materials under the rendergroup seem to need a local material too, I wasn’t able to “overwrite” surfaces with a material assigned…
That would be cool for mass-texturing and should in theory prevent the slowness…
Cheers,